@group(0) @binding(0) mySampler: sampler;
@group(0) @binding(1) myTexture: texture_external;

@fragment
fn main(@location(0) fragUV: vec2<f32>) -> @location(0) vec4<f32> {
    // Sample the external texture using the provided sampler and UV coordinates
    return textureSampleBaseClampToEdge(myTexture, mySampler, fragUV);
}